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.
148 lines
3.7 KiB
C++
148 lines
3.7 KiB
C++
#pragma once
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#include "MW4.hpp"
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#include "Airplane.hpp"
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namespace Adept
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{
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class Effect;
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}
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namespace MechWarrior4
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{
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class Helicopter;
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class Subsystem;
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//##########################################################################
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//############################ Helicopter #############################
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//##########################################################################
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//-------------------------------------------------------------------------
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// The following helper classes must always be typedef'd or overriden by an
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// inheritor
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//
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typedef Airplane__ClassData Helicopter__ClassData;
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typedef Airplane__Message Helicopter__Message;
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typedef Airplane__CreateMessage Helicopter__CreateMessage;
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typedef Airplane__GameModel Helicopter__GameModel;
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typedef Airplane__ExecutionStateEngine Helicopter__ExecutionStateEngine;
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//----------------------- End of inheritance stuff ------------------------
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class Helicopter:
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public Airplane
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{
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friend class MovementClass;
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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 Airplane 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 Helicopter__ClassData ClassData;
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typedef Helicopter__GameModel GameModel;
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typedef Helicopter__Message Message;
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typedef Helicopter__ExecutionStateEngine ExecutionStateEngine;
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typedef Helicopter__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 Helicopter*
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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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Helicopter(
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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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~Helicopter();
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void
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Respawn(Adept::Entity::CreateMessage *message);
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void
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CommonCreation(CreateMessage *message);
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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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// Class 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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// Execution Support
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//
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public:
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Stuff::Point3D landTargetPosition;
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void
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TakeOff(Stuff::Scalar runway_distance);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//Effect support
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//
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public:
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void
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CreateTakeOffEffect();
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void
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CreateTakeOffGroundEffect(Stuff::Point3D ground_position);
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void
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CreateLandingEffect();
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void
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CreateLandingGroundEffect(Stuff::Point3D ground_position);
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Stuff::SlotOf<Adept::Effect *>
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m_takeOffEffect;
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Stuff::SlotOf<Adept::Effect *>
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m_takeOffGroundEffect;
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Stuff::SlotOf<Adept::Effect *>
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m_landingEffect;
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Stuff::SlotOf<Adept::Effect *>
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m_landingGroundEffect;
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bool m_StartTakeoffEffect;
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bool m_StartLandingEffect;
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Stuff::Point3D m_EffectGroundPosition;
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void PostCollisionExecute(Time till);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//
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public:
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void
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Land(void);
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void LandingMovementSimulation(Stuff::Time till);
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void TakeOffThrusterSimulation(Stuff::Time till, const Stuff::Vector3D& new_velocity, const Stuff::Vector3D& instantanious_angular_velocity,bool canswitch);
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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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