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.
98 lines
2.8 KiB
C++
98 lines
2.8 KiB
C++
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#pragma once
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#include "MW4.hpp"
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#include "Vehicle.hpp"
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namespace MechWarrior4
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{
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//##########################################################################
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//############################ Boat ###############################
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//##########################################################################
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//-------------------------------------------------------------------------
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// The following helper classes must always be typedef'd or overriden by an
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// inheritor
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//
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typedef Vehicle__GameModel Boat__GameModel;
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typedef Vehicle__Message Boat__Message;
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typedef Vehicle__UpdateMessage Boat__UpdateMessage;
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typedef Vehicle__CreateMessage Boat__CreateMessage;
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typedef Vehicle__ClassData Boat__ClassData;
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typedef Vehicle__ExecutionStateEngine Boat__ExecutionStateEngine;
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extern DWORD Executed_Boat_Count;
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//----------------------- End of inheritance stuff ------------------------
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class Boat:
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public Vehicle
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{
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public:
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static void InitializeClass();
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static void TerminateClass();
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typedef Vehicle 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 Boat__ClassData ClassData;
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typedef Boat__GameModel GameModel;
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typedef Boat__Message Message;
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typedef Boat__ExecutionStateEngine ExecutionStateEngine;
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typedef Boat__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 Boat* Make(CreateMessage *message,ReplicatorID *base_id);
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void SaveInstanceText(Stuff::Page *page);
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protected:
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Boat(ClassData *class_data,CreateMessage *message,ReplicatorID *base_id,ElementRenderer::Element *element);
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void Respawn(Adept::Entity::CreateMessage *message);
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void CommonCreation(CreateMessage *message);
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void Reuse(const CreateMessage *message,ReplicatorID *base_id);
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~Boat();
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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 *DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Game Model Support
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//
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public:
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const GameModel* GetGameModel()
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{
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Check_Object(this);
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return Cast_Pointer(const GameModel*,gameModelResource.GetPointer());
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Execution Support
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//
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public:
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void TurnOn();
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void PreCollisionExecute(Stuff::Time till);
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void ComputeForwardSpeed(Stuff::Scalar time_slice);
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void UpdateVehiclePosition(const Stuff::Scalar time_slice );
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Test Support
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//
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public:
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void TestInstance() const;
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};
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}
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