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firestorm/Gameleap/code/mw4/Code/MW4/MissileWeapon.hpp
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//===========================================================================//
// File: MissileWeapon.hpp
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 05/18/99 DPB Created File
//---------------------------------------------------------------------------//
// Copyright (C) 1998, Fasa Interactive //
// All Rights reserved worldwide //
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#pragma once
#include "MW4.hpp"
#include "ProjectileWeapon.hpp"
namespace MechWarrior4
{
typedef ProjectileWeapon__CreateMessage MissileWeapon__CreateMessage;
typedef ProjectileWeapon__ExecutionStateEngine MissileWeapon__ExecutionStateEngine;
typedef ProjectileWeapon__Message MissileWeapon__Message;
typedef ProjectileWeapon__ClassData MissileWeapon__ClassData;
void MissileSecurityCheckStart();
void MissileSecurityCheckStop();
//##########################################################################
//##################### MissileWeapon::GameModel ######################
//##########################################################################
class MissileWeapon__GameModel:
public ProjectileWeapon::GameModel
{
public:
typedef ProjectileWeapon::GameModel BaseClass;
Stuff::Scalar
burnTime;
enum {
BurnTimeAttributeID = ProjectileWeapon__GameModel::NextAttributeID,
NextAttributeID
};
static bool
ReadAndVerify(
MissileWeapon__GameModel *model,
ModelAttributeEntry *attribute_entry,
const char *data,
char **error,
int error_buffer = 128
);
static void
ConstructGameModel(Script *script);
};
//##########################################################################
//########################### MissileWeapon ###########################
//##########################################################################
class MissileWeapon:
public ProjectileWeapon
{
public:
static void
InitializeClass();
static void
TerminateClass();
//##########################################################################
// Inheritance support
//
public:
typedef MissileWeapon__ClassData ClassData;
typedef MissileWeapon__GameModel GameModel;
typedef MissileWeapon__Message Message;
typedef MissileWeapon__ExecutionStateEngine ExecutionStateEngine;
typedef MissileWeapon__CreateMessage CreateMessage;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Run-time Construction and Destruction Support
//
public:
static MissileWeapon*
Make(
CreateMessage *message,
ReplicatorID *base_id
);
void
CommonCreation(CreateMessage *message);
// for Mercs, have to override this for Arrow weapons
virtual
void
Respawn(Adept::Entity::CreateMessage *message);
protected:
MissileWeapon(
ClassData *class_data,
CreateMessage *message,
ReplicatorID *base_id,
ElementRenderer::Element *element
);
~MissileWeapon();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data support
//
public:
static ClassData
*DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class Data & Game Model Support
//
public:
const GameModel*
GetGameModel()
{return Cast_Pointer(const GameModel*, gameModelResource.GetPointer());}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Simulation Support
//
public:
void
CreateProjectile(Stuff::Time till);
//Berger, you weenie. That's Affected not Effected. Gesh, get a spell checker.
bool
rollAMSNumber;
int
numberEffectedByAMS;
Stuff::Point3D
m_lockedTargetEntityPartOffset;
void SetAMSNumber(int number)
{
rollAMSNumber = false;
numberEffectedByAMS = number;
}
int GetAMSNumber()
{
return numberEffectedByAMS;
}
// MSL 5.05 Advance Mode
int
m_AdvanceMode;
// MSL 5.06 Armor Mode
int
m_ArmorMode;
bool IsAMSValid(Entity *target);
void PreCollisionExecute(Time till);
protected:
// in Mercs, Arrow missiles can't be shot down by AMS
bool
unaffectedByAMS;
void
Fire(CollisionQuery *query, Stuff::Time time_locked, const Stuff::Point3D& lockedTargetEntityPartOffset);
void QuickFire (Adept::Entity *target);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Test Support
//
public:
void
TestInstance() const;
};
}