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.
229 lines
5.3 KiB
C++
229 lines
5.3 KiB
C++
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#pragma once
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#include "MW4.hpp"
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#include "Subsystem.hpp"
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namespace Adept
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{
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class Effect;
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class Site;
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}
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namespace MechWarrior4
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{
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class Vehicle;
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class LightEntity;
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class MWMover;
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typedef Subsystem__ClassData SearchLight__ClassData;
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typedef Subsystem__Message SearchLight__Message;
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typedef Subsystem__ExecutionStateEngine SearchLight__ExecutionStateEngine;
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//##########################################################################
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//################## SearchLight::CreateMessage #######################
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//##########################################################################
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class SearchLight__CreateMessage:
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public Subsystem__CreateMessage
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{
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public:
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char
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siteName[128];
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SearchLight__CreateMessage(
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size_t length,
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int priority,
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int message_flags,
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Stuff::RegisteredClass::ClassID class_id,
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int replicator_flags,
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const ResourceID& instance_id,
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const Stuff::LinearMatrix4D &creation_matrix,
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Stuff::Scalar age,
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int execution_state,
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int name_id,
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int entity_alignment,
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int subsystem_index,
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BYTE location_id,
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int critical_hits,
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const char *site_name
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):
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Subsystem__CreateMessage(
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length,
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priority,
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message_flags,
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class_id,
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replicator_flags,
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instance_id,
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creation_matrix,
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age,
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execution_state,
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name_id,
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entity_alignment,
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subsystem_index,
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location_id,
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critical_hits
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)
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{
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Check_Pointer(site_name);
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Str_Copy(siteName, site_name, sizeof(siteName));
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}
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static void
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ConstructCreateMessage(Script *script);
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};
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//##########################################################################
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//########################### SearchLight GameModel ###################
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//##########################################################################
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class SearchLight__GameModel;
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typedef Subsystem__ClassData Weapon__ClassData;
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typedef Subsystem__Message Weapon__Message;
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typedef Subsystem__ExecutionStateEngine Weapon__ExecutionStateEngine;
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class SearchLight__GameModel:
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public Subsystem::GameModel
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{
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public:
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Adept::ResourceID
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lightEntityResource,
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lightConeResource;
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enum {
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LightEntityResourceAttributeID = Subsystem__GameModel::NextAttributeID,
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LightConeResourceAttributeID,
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NextAttributeID
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};
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static bool
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ReadAndVerify(
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SearchLight__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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//########################### SearchLight #############################
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//##########################################################################
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class SearchLight:
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public Subsystem
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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 SearchLight__ClassData ClassData;
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typedef SearchLight__GameModel GameModel;
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typedef SearchLight__Message Message;
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typedef SearchLight__ExecutionStateEngine ExecutionStateEngine;
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typedef SearchLight__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 SearchLight*
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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 Respawn(Adept::Entity::CreateMessage *message);
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void CommonCreation(CreateMessage *message);
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Adept::Replicator::CreateMessage*
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SaveMakeMessage(Stuff::MemoryStream *stream, Adept::ResourceFile *res_file);
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void SaveInstanceText(Stuff::Page *instance_page);
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static void
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CreateStream(
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Adept::ResourceID data_list,
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Stuff::MemoryStream *stream
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);
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protected:
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SearchLight(
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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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~SearchLight();
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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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// 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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// Simulation Support
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//
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public:
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void
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PostCollisionExecute(Stuff::Time till);
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bool
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TakeCriticalHit();
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void
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DestroySubsystem();
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bool
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ConnectSubsystem();
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void
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CreateSearchLight();
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void
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CreateLightCone();
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void
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ShowBeam();
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void
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HideBeam();
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Adept::Site *sitePointer;
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Stuff::SlotOf<LightEntity*> lightEntity;
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Stuff::SlotOf<Effect*> lightConeEntity;
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MString siteName;
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bool isLightOn;
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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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