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.
193 lines
4.5 KiB
C++
193 lines
4.5 KiB
C++
#include "MW4Headers.hpp"
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#include "AMS.hpp"
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#include "SubsystemClassData.hpp"
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#include "vehicleinterface.hpp"
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#include "mechlabheaders.h"
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//#############################################################################
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//############################### AMS ###################################
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//#############################################################################
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AMS::ClassData*
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AMS::DefaultData = NULL;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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AMS::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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AMSClassID,
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"MechWarrior4::AMS",
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BaseClass::DefaultData,
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0, NULL,
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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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(Subsystem::StreamCreate) CreateStream
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);
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Register_Object(DefaultData);
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DIRECT_GAME_MODEL_ATTRIBUTE(
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AMS__GameModel,
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AMSEffectResource,
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amsEffectResource,
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ResourceID
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);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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AMS::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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AMS*
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AMS::Make(
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CreateMessage *message,
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ReplicatorID *base_id
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)
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{
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Check_Object(message);
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gos_PushCurrentHeap(Heap);
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AMS *new_entity =
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new AMS(DefaultData, message, base_id, NULL);
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gos_PopCurrentHeap();
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Check_Object(new_entity);
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return new_entity;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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AMS::AMS(
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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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Subsystem(class_data, message, base_id, element)
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{
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Check_Object(message);
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ammoCount = message->ammoCount;
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maxAmmoCount = ammoCount;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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Replicator::CreateMessage*
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AMS::SaveMakeMessage(MemoryStream *stream, ResourceFile *res_file)
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{
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Check_Object(this);
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Check_Object(stream);
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stream->AllocateBytes(sizeof(CreateMessage));
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Subsystem::SaveMakeMessage(stream, res_file);
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CreateMessage *message =
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Cast_Pointer(CreateMessage*, stream->GetPointer());
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message->messageLength = sizeof(*message);
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message->ammoCount = ammoCount;
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return message;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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AMS::~AMS()
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{
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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AMS::DestroySubsystem()
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{
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Check_Object(this);
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#if 0
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MWObject *mw_object = GetParentVehicle();
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Check_Object(mw_object);
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Verify(mw_object->IsDerivedFrom(Vehicle::DefaultData));
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Vehicle *vehicle = Cast_Object(Vehicle *, mw_object);
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vehicle->DestroyAMS();
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#endif
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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AMS::SubtractAmmo(int count)
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{
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Check_Object(this);
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if (!Network::GetInstance()->AmIServer())
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return;
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if(ammoCount == -1)
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return;
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if(GetParentVehicle()->vehicleInterface)
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{
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const GameModel *model = GetGameModel();
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switch (model->itemID)
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{
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case Sub_AMS:
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GetParentVehicle()->vehicleInterface->ReactToEvent (VehicleInterface::AMS_ENGAGED);
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break;
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case Sub_LAMS:
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GetParentVehicle()->vehicleInterface->ReactToEvent (VehicleInterface::LAMS_ENGAGED);
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break;
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#if defined(LAB_ONLY)
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default:
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PAUSE (("unknown type of ams"));
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break;
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#endif
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}
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}
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ammoCount -= count;
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Min_Clamp(ammoCount, 0);
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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AMS::CreateStream(ResourceID data_list, MemoryStream *stream)
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{
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Check_Pointer(stream);
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stream->AllocateBytes(sizeof(AMS__CreateMessage));
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Subsystem::CreateStream(data_list, stream);
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AMS__CreateMessage *create_message = Cast_Pointer(
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AMS__CreateMessage *, stream->GetPointer());
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create_message->ammoCount = -1;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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void
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AMS::TestInstance() const
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{
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Verify(IsDerivedFrom(DefaultData));
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}
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