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.
215 lines
4.7 KiB
C++
215 lines
4.7 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 MechWarrior4
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{
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class Vehicle;
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//##########################################################################
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//################## AMS::CreateMessage ##############################
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//##########################################################################
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class AMS__CreateMessage:
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public Subsystem__CreateMessage
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{
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public:
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typedef Subsystem__CreateMessage BaseClass;
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int
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ammoCount;
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AMS__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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int ammo_count
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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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ammoCount(ammo_count)
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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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//########################### AMS GameModel ###########################
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//##########################################################################
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class AMS__GameModel:
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public Subsystem::GameModel
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{
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public:
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typedef Subsystem::GameModel BaseClass;
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Adept::ResourceID
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amsEffectResource;
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enum {
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AMSEffectResourceAttributeID = Subsystem__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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AMS__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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typedef Subsystem__ClassData AMS__ClassData;
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typedef Subsystem__Message AMS__Message;
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typedef Subsystem__ExecutionStateEngine AMS__ExecutionStateEngine;
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//##########################################################################
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//########################### AMS #####################################
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//##########################################################################
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class AMS:
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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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typedef Subsystem 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 AMS__ClassData ClassData;
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typedef AMS__GameModel GameModel;
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typedef AMS__Message Message;
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typedef AMS__ExecutionStateEngine ExecutionStateEngine;
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typedef AMS__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 AMS*
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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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Adept::Replicator::CreateMessage*
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SaveMakeMessage(MemoryStream *stream, Adept::ResourceFile *res_file);
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void
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SaveInstanceText(Stuff::Page *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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AMS(
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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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~AMS();
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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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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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void
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DestroySubsystem();
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bool
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DoesHaveAmmo()
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{
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Check_Object(this);
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if (ammoCount == -1)
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return true;
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return ammoCount != 0;
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}
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int GetAmmo()
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{Check_Object(this); return ammoCount;}
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void
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SetAmmo(int ammo_number)
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{Check_Object(this); ammoCount = ammo_number;};
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int GetMaxAmmoCount()
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{Check_Object(this); return ammoCount;};
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void
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SubtractAmmo(int count);
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int
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ammoCount;
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int
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maxAmmoCount;
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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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