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.
186 lines
4.9 KiB
C++
186 lines
4.9 KiB
C++
//===========================================================================//
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// File: MissileWeapon.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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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 "ProjectileWeapon.hpp"
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namespace MechWarrior4
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{
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typedef ProjectileWeapon__CreateMessage MissileWeapon__CreateMessage;
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typedef ProjectileWeapon__ExecutionStateEngine MissileWeapon__ExecutionStateEngine;
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typedef ProjectileWeapon__Message MissileWeapon__Message;
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typedef ProjectileWeapon__ClassData MissileWeapon__ClassData;
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void MissileSecurityCheckStart();
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void MissileSecurityCheckStop();
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//##########################################################################
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//##################### MissileWeapon::GameModel ######################
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//##########################################################################
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class MissileWeapon__GameModel:
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public ProjectileWeapon::GameModel
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{
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public:
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typedef ProjectileWeapon::GameModel BaseClass;
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Stuff::Scalar
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burnTime;
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enum {
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BurnTimeAttributeID = ProjectileWeapon__GameModel::NextAttributeID,
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NextAttributeID
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};
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static bool
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ReadAndVerify(
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MissileWeapon__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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//########################### MissileWeapon ###########################
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//##########################################################################
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class MissileWeapon:
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public ProjectileWeapon
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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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//##########################################################################
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// Inheritance support
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//
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public:
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typedef MissileWeapon__ClassData ClassData;
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typedef MissileWeapon__GameModel GameModel;
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typedef MissileWeapon__Message Message;
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typedef MissileWeapon__ExecutionStateEngine ExecutionStateEngine;
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typedef MissileWeapon__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 MissileWeapon*
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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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CommonCreation(CreateMessage *message);
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// for Mercs, have to override this for Arrow weapons
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virtual
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void
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Respawn(Adept::Entity::CreateMessage *message);
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protected:
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MissileWeapon(
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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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~MissileWeapon();
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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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// 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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// Simulation Support
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//
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public:
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void
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CreateProjectile(Stuff::Time till);
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//Berger, you weenie. That's Affected not Effected. Gesh, get a spell checker.
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bool
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rollAMSNumber;
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int
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numberEffectedByAMS;
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Stuff::Point3D
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m_lockedTargetEntityPartOffset;
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void SetAMSNumber(int number)
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{
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rollAMSNumber = false;
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numberEffectedByAMS = number;
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}
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int GetAMSNumber()
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{
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return numberEffectedByAMS;
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}
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// MSL 5.05 Advance Mode
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int
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m_AdvanceMode;
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// MSL 5.06 Armor Mode
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int
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m_ArmorMode;
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bool IsAMSValid(Entity *target);
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void PreCollisionExecute(Time till);
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protected:
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// in Mercs, Arrow missiles can't be shot down by AMS
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bool
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unaffectedByAMS;
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void
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Fire(CollisionQuery *query, Stuff::Time time_locked, 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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}
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