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firestorm/Gameleap/code/mw4/Code/MW4/boat.hpp
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98 lines
2.8 KiB
C++

#pragma once
#include "MW4.hpp"
#include "Vehicle.hpp"
namespace MechWarrior4
{
//##########################################################################
//############################ Boat ###############################
//##########################################################################
//-------------------------------------------------------------------------
// The following helper classes must always be typedef'd or overriden by an
// inheritor
//
typedef Vehicle__GameModel Boat__GameModel;
typedef Vehicle__Message Boat__Message;
typedef Vehicle__UpdateMessage Boat__UpdateMessage;
typedef Vehicle__CreateMessage Boat__CreateMessage;
typedef Vehicle__ClassData Boat__ClassData;
typedef Vehicle__ExecutionStateEngine Boat__ExecutionStateEngine;
extern DWORD Executed_Boat_Count;
//----------------------- End of inheritance stuff ------------------------
class Boat:
public Vehicle
{
public:
static void InitializeClass();
static void TerminateClass();
typedef Vehicle BaseClass;
//##########################################################################
// Inheritance support
//
public:
typedef Boat__ClassData ClassData;
typedef Boat__GameModel GameModel;
typedef Boat__Message Message;
typedef Boat__ExecutionStateEngine ExecutionStateEngine;
typedef Boat__CreateMessage CreateMessage;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Run-time Construction and Destruction Support
//
public:
static Boat* Make(CreateMessage *message,ReplicatorID *base_id);
void SaveInstanceText(Stuff::Page *page);
protected:
Boat(ClassData *class_data,CreateMessage *message,ReplicatorID *base_id,ElementRenderer::Element *element);
void Respawn(Adept::Entity::CreateMessage *message);
void CommonCreation(CreateMessage *message);
void Reuse(const CreateMessage *message,ReplicatorID *base_id);
~Boat();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class Data support
//
public:
static ClassData *DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Game Model Support
//
public:
const GameModel* GetGameModel()
{
Check_Object(this);
return Cast_Pointer(const GameModel*,gameModelResource.GetPointer());
}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Execution Support
//
public:
void TurnOn();
void PreCollisionExecute(Stuff::Time till);
void ComputeForwardSpeed(Stuff::Scalar time_slice);
void UpdateVehiclePosition(const Stuff::Scalar time_slice );
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Test Support
//
public:
void TestInstance() const;
};
}