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.
183 lines
4.6 KiB
C++
183 lines
4.6 KiB
C++
//===========================================================================//
|
|
// File: MWPlayer.hpp //
|
|
//---------------------------------------------------------------------------//
|
|
// Date Who Modification //
|
|
// -------- --- ---------------------------------------------------------- //
|
|
// 09/09/98 JSE Inital base class based off of Shadowrun/Adept //
|
|
//---------------------------------------------------------------------------//
|
|
// Copyright (C) 1998, Fasa Interactive //
|
|
// All Rights reserved worldwide //
|
|
// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
|
|
//===========================================================================//
|
|
|
|
#pragma once
|
|
|
|
#include "MW4.hpp"
|
|
|
|
#include <Adept\Player.hpp>
|
|
#pragma warning (push)
|
|
#include <vector>
|
|
#pragma warning (pop)
|
|
#include "obstacle.hpp"
|
|
#include "playerai.hpp"
|
|
#include "AI_LancemateCommands.hpp"
|
|
#include <Adept\GUITextObject.hpp>
|
|
|
|
namespace MechWarrior4
|
|
{
|
|
|
|
class Vehicle;
|
|
class VehicleInterface;
|
|
|
|
typedef Adept::Player__CreateMessage MWPlayer__CreateMessage;
|
|
|
|
//##########################################################################
|
|
//########################### MWPlayer ################################
|
|
//##########################################################################
|
|
|
|
class MWPlayer:
|
|
public Adept::Player
|
|
{
|
|
public:
|
|
static void
|
|
InitializeClass();
|
|
static void
|
|
TerminateClass();
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
// Inheritance Support
|
|
//
|
|
typedef MWPlayer__CreateMessage CreateMessage;
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
// Run-time Construction and Destruction Support
|
|
//
|
|
public:
|
|
static MWPlayer*
|
|
Make(
|
|
CreateMessage *message,
|
|
ReplicatorID *base_id
|
|
);
|
|
|
|
void
|
|
Respawn(CreateMessage *message);
|
|
|
|
protected:
|
|
MWPlayer(
|
|
ClassData *class_data,
|
|
CreateMessage *message,
|
|
ReplicatorID *base_id,
|
|
ElementRenderer::Element *element
|
|
);
|
|
|
|
~MWPlayer();
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
// Simulation Support
|
|
//
|
|
public:
|
|
void
|
|
PostCollisionExecute(Stuff::Time till);
|
|
|
|
void
|
|
PreCollisionExecute(Stuff::Time till);
|
|
void
|
|
ConnectToVehicle();
|
|
|
|
static
|
|
ObjectID MWPlayer::FindDropZone(int team);
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
// Inherited Accesor support
|
|
//
|
|
public:
|
|
Vehicle
|
|
*GetVehicle()
|
|
{Check_Object(this); return (Vehicle *)vehicle;}
|
|
|
|
VehicleInterface
|
|
*GetInterface()
|
|
{Check_Object(this); return (VehicleInterface *)playerInterface;}
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
// Shared Data support
|
|
//
|
|
public:
|
|
static ClassData
|
|
*DefaultData;
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
// LanceMate support
|
|
//
|
|
class LancemateCommandProxy
|
|
{
|
|
public:
|
|
enum Mode
|
|
{
|
|
LANCEMATE_1,
|
|
LANCEMATE_2,
|
|
LANCEMATE_3,
|
|
LANCEMATE_ALL,
|
|
INVALID
|
|
};
|
|
|
|
LancemateCommandProxy();
|
|
|
|
Mode GetMode() const { return (m_Mode); }
|
|
bool SetMode(Mode mode);
|
|
bool IssueCommand(Vehicle* v, MW4AI::LancemateCommands::ID command);
|
|
|
|
private:
|
|
Mode m_Mode;
|
|
};
|
|
|
|
LancemateCommandProxy m_LancemateCommandProxy;
|
|
|
|
protected:
|
|
int m_Team;
|
|
|
|
public:
|
|
void
|
|
AddObjectToDestroy(ObjectID who);
|
|
|
|
protected:
|
|
stlport::vector<ObjectID> m_ObjectsToDestroy;
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
// Obstacle support
|
|
//
|
|
|
|
protected:
|
|
stlport::vector<MW4AI::LockData *> m_PathLock; // in BLOCK_GRID_RES coordinates
|
|
stlport::vector<MW4AI::Rect4D *> m_LockedRects;
|
|
|
|
bool LockSquare (const Point3D& loc,Stuff::Scalar rad);
|
|
bool LockedByMe (const Stuff::Point3D& loc) const
|
|
{
|
|
if (loc.x < MW4AI::MinX)
|
|
return true;
|
|
if (loc.z < MW4AI::MinZ)
|
|
return true;
|
|
if (loc.x >= MW4AI::MaxX)
|
|
return true;
|
|
if (loc.z >= MW4AI::MaxZ)
|
|
return true;
|
|
return (MW4AI::Blocker (loc) == (MWObject *) this);
|
|
}
|
|
bool AddLockCell (const Stuff::Point3D& loc); // true if can lock cell
|
|
|
|
public:
|
|
virtual void ClearPathLock (bool quitting);
|
|
virtual bool PathLock (bool secondpass=false);
|
|
|
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
// Test Support
|
|
//
|
|
public:
|
|
void
|
|
TestInstance() const;
|
|
};
|
|
}
|
|
|
|
|