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.
130 lines
3.4 KiB
C++
130 lines
3.4 KiB
C++
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#include "MW4Headers.hpp"
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#include "Adept\AdeptHeaders.hpp"
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#include "mw4.hpp"
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#include "shooterai.hpp"
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using namespace MechWarrior4;
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using namespace MW4AI;
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namespace ABL
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{
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extern MechWarrior4::MoverAI* CurMoverAI;
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};
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//#############################################################################
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//############################### AI ##################################
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//#############################################################################
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ShooterAI::ClassData* ShooterAI::DefaultData = NULL;
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const Receiver::MessageEntry ShooterAI::MessageEntries[]=
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{
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MESSAGE_ENTRY(ShooterAI, DebugText),
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void ShooterAI::InitializeClass()
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{
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Verify(!DefaultData);
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DefaultData =
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new ClassData(
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ShooterAIClassID,
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"MechWarrior4::ShooterAI",
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CombatAI::DefaultData,
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ELEMENTS(MessageEntries), MessageEntries,
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(Entity::Factory)Make,
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(Entity::CreateMessage::Factory)CreateMessage::ConstructCreateMessage,
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ExecutionStateEngine::DefaultData,
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(Entity::GameModel::Factory)GameModel::ConstructGameModel,
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NULL,
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(Entity::GameModel::ReadAndVerifier)GameModel::ReadAndVerify,
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(Entity::GameModel::ModelWrite)GameModel::WriteToText,
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(Entity::GameModel::ModelSave)GameModel::SaveGameModel
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);
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Register_Object(DefaultData);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void ShooterAI::TerminateClass()
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{
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Unregister_Object(DefaultData);
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delete DefaultData;
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DefaultData = NULL;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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ShooterAI* ShooterAI::Make(CreateMessage *message,ReplicatorID *base_id)
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{
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AutoHeap local_heap (g_AIHeap);
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Check_Object(message);
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ShooterAI *new_entity = new ShooterAI(DefaultData, message, base_id, NULL);
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Check_Object(new_entity);
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new_entity->SyncMatrices(true);
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return new_entity;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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ShooterAI::ShooterAI(ClassData *class_data,CreateMessage *message,ReplicatorID *base_id,ElementRenderer::Element *element)
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: CombatAI(class_data, message, base_id, element)
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{
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Check_Pointer(this);
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Check_Object(message);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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ShooterAI::~ShooterAI()
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{
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void ShooterAI::PreCollisionExecute(Time till)
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{
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Check_Object(this);
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PRECOLLISION_LOGIC("ShooterAI");
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CombatAI::Update(till);
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if ((m_CurMove != 0) &&
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(m_CurMove->MoveType () == MOVE_LOOKOUT))
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{
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MoverAI::PreCollisionExecute(till);
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}
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else
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{
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ABL::CurMoverAI = this;
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AI::PreCollisionExecute(till);
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ABL::CurMoverAI = NULL;
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void ShooterAI::TestInstance() const
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{
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Verify(IsDerivedFrom(DefaultData));
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void ShooterAI::DebugTextMessageHandler(Adept::ReceiverDataMessageOf<int> *message)
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{
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inherited::DebugTextMessageHandler(message);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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bool ShooterAI::CanMove() const
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{
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return (false);
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}
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