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.
154 lines
3.4 KiB
C++
154 lines
3.4 KiB
C++
#pragma once
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#include "MW4.hpp"
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#include <Adept\Entity.hpp>
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#include <Adept\State.hpp>
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namespace MechWarrior4
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{
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//##########################################################################
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//########################### NavPoint ################################
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//##########################################################################
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typedef MWObject__ClassData NavPoint__ClassData;
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typedef MWObject__Message NavPoint__Message;
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typedef MWObject__CreateMessage NavPoint__CreateMessage;
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typedef MWObject__GameModel NavPoint__GameModel;
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typedef MWObject__ExecutionStateEngine NavPoint__ExecutionStateEngine;
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class NavPoint:
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public MWObject
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{
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Inheritance support
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//
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public:
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typedef NavPoint__ClassData ClassData;
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typedef NavPoint__GameModel GameModel;
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typedef NavPoint__Message Message;
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typedef NavPoint__ExecutionStateEngine ExecutionStateEngine;
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typedef NavPoint__CreateMessage CreateMessage;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Static Methods
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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 MWObject 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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static NavPoint*
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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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protected:
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NavPoint(
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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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~NavPoint();
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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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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Flag Support
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//
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public:
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enum
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{
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IsVisibleBit = Entity::NextFlagBit,
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NextFlagBit
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};
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enum
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{
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IsVisibleFlag = 1<<IsVisibleBit
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};
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enum
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{
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DefaultFlags = ~IsVisibleFlag
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};
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bool
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IsVisible()
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{Check_Object(this); return (replicatorFlags&IsVisibleFlag) != 0;}
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void
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SetVisibleFlag()
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{Check_Object(this); replicatorFlags |= IsVisibleFlag;}
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void
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ClearVisibleFlag()
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{Check_Object(this); replicatorFlags &= ~IsVisibleFlag;}
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void
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SaveInstanceText(Stuff::Page *page);
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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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// Simulation Support
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//
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public:
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int GetExecutionSlot();
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void Reveal();
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void AddToNavList();
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void RemoveFromNavList();
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void SetToDisplay()
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{Check_Object(this); visualRepresentation=PrestineState; ExecuteComponentWebs();}
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int
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GetTableArray()
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{Check_Object(this); return NameTable::NavArray;}
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static NavPoint
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*GetNextNavPoint();
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static NavPoint
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*GetPreviousNavPoint();
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static Stuff::ChainOf<NavPoint *>
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*s_RevealedNavPoints;
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static Stuff::ChainIteratorOf<NavPoint *>
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*s_RevealedNavPointsIterator;
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static NavPoint
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*s_CurrentNavPoint;
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int m_RadarID;
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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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