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.
305 lines
6.9 KiB
C++
305 lines
6.9 KiB
C++
#pragma once
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#include "MW4.hpp"
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#include "Vehicle.hpp"
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namespace Adept
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{
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class DamageObject;
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}
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namespace MechWarrior4
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{
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class Mech;
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class Weapon;
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class MWInternalDamageObject;
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class MFB;
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//##########################################################################
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//############################ MFB ###################################
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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__Message MFB__Message;
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typedef Vehicle__UpdateMessage MFB__UpdateMessage;
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typedef Vehicle__CreateMessage MFB__CreateMessage;
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typedef Vehicle__ClassData MFB__ClassData;
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extern DWORD Executed_MFB_Count;
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//##########################################################################
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//############### MFB::GameModel ##################################
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//##########################################################################
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class MFB__GameModel:
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public Vehicle::GameModel
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{
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public:
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typedef Vehicle::GameModel BaseClass;
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Adept::ResourceID
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m_repairEffectResource;
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Stuff::Vector3D m_repairCenterOffset;
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Stuff::Scalar m_repairDistance;
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enum {
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RepairEffectResourceAttributeID = Vehicle__GameModel::NextAttributeID,
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RepairCenterOffsetAttributeID,
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RepairDistanceAttributeID,
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NextAttributeID
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};
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static bool
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ReadAndVerify(
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MFB__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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//############### MFB::ExecutionStateEngine #######################
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//##########################################################################
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class MFB__ExecutionStateEngine:
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public Vehicle::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 Vehicle::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 MFB__ExecutionStateEngine*
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(*Factory)(
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MFB *entity,
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FactoryRequest *request
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);
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static MFB__ExecutionStateEngine*
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Make(
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MFB *mover,
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FactoryRequest *request
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);
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protected:
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MFB__ExecutionStateEngine(
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ClassData *class_data,
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MFB *mover,
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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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RepairState = Vehicle::ExecutionStateEngine::StateCount,
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OpeningMotionState,
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StateCount
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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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public:
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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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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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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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//----------------------- End of inheritance stuff ------------------------
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class MFB:
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public Vehicle
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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 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 MFB__ClassData ClassData;
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typedef MFB__GameModel GameModel;
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typedef MFB__Message Message;
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typedef MFB__ExecutionStateEngine ExecutionStateEngine;
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typedef MFB__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 MFB*
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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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SaveInstanceText(Stuff::Page *page);
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protected:
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MFB(
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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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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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void
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Reuse(
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const CreateMessage *message,
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ReplicatorID *base_id
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);
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~MFB();
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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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// 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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{
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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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MoverAI *m_CurrentMechUsing; // for the ai to use to store which mech is about to the fieldbase
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void
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TurnOn();
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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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bool
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CollisionHandler(
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Stuff::LinearMatrix4D *new_position,
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Stuff::DynamicArrayOf<CollisionData> *collisions
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);
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void
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RepairTargetMech(Stuff::Scalar time_slice);
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void
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StartNewMech(Mech *new_mech);
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void
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ShutMFBDown();
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void
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CreateRepairEffect();
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void
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ReactToDestruction(int damage_mode, int damage_type);
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enum{
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FixingGimpState = 0,
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ReloadingAmmoState,
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ReloadingCoolantState,
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FixingInternalState,
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FixingArmorState
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};
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typedef ChainIteratorOf<Weapon *>
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WeaponIteratorType;
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typedef SortedChainIteratorOf<MWInternalDamageObject *, int>
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InternalIteratorType;
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typedef SortedChainIteratorOf<Adept::DamageObject *, int>
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ArmorIteratorType;
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bool IsWithin(Entity *target,Vector3D offset,Scalar distance,bool ignorey = false);
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static MFB *IsWithinMFB(Mech *mech);
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static Stuff::ChainOf<MFB*>
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*s_MFBs;
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protected:
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//Scalar m_RepairDistance;
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Stuff::SlotOf<Mech *>
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m_repairingMech;
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Stuff::SlotOf<Effect *>
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m_repairEffect;
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int
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m_currentState;
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Stuff::Time
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m_nextRepairTime;
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WeaponIteratorType
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*m_weaponIterator;
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InternalIteratorType
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*m_internalIterator;
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ArmorIteratorType
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*m_armorIterator;
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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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MFB__ExecutionStateEngine::MFB__ExecutionStateEngine(
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ClassData *class_data,
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MFB *mover,
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FactoryRequest *request
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):
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BaseClass(class_data, mover, request)
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{
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}
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}
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