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.
316 lines
7.0 KiB
C++
316 lines
7.0 KiB
C++
#pragma once
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#include "MW4.hpp"
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#include <Adept\Entity.hpp>
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namespace Adept
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{
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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 VehicleInterface;
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class MWMover;
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//##########################################################################
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//################## BeamEntity::CreateMessage #######################
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//##########################################################################
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class BeamEntity__CreateMessage:
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public Adept::Entity__CreateMessage
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{
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public:
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typedef Adept::Entity__CreateMessage BaseClass;
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Adept::ReplicatorID
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inflictingEntityID;
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char
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siteName[128];
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Stuff::Point3D
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targetPoint;
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Adept::ReplicatorID
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targetID;
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Stuff::Normal3D
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targetNormal;
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Stuff::Scalar
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damageAmount;
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BYTE
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targetMaterial;
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Stuff::Scalar
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heatAmount;
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Stuff::Scalar
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maxDistance;
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// MSL 5.03 Min Distance
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// Stuff::Scalar
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// minDistance;
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int
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itemID;
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BeamEntity__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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Adept::ReplicatorID inflicting_entity,
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const char *site_name,
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Stuff::Point3D target_point,
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Adept::ReplicatorID target_id,
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Stuff::Normal3D target_normal,
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Stuff::Scalar damage_amount,
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Stuff::Scalar heat_amount,
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BYTE target_material,
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Stuff::Scalar max_distance,
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// MSL 5.03 Min Distance
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// Stuff::Scalar min_distance,
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int itemID
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):
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Adept::Entity__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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),
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inflictingEntityID(inflicting_entity),
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targetPoint(target_point),
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targetID(target_id),
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targetNormal(target_normal),
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damageAmount(damage_amount),
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targetMaterial(target_material),
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heatAmount(heat_amount),
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maxDistance(max_distance),
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// MSL 5.03 Min Distance
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// minDistance(min_distance),
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itemID(itemID)
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{
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Check_Pointer(site_name);
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Str_Copy(siteName, site_name, 128);
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}
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};
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//##########################################################################
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//########################### BeamEntity::GameModel ###################
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//##########################################################################
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class BeamEntity__GameModel:
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public Adept::Entity__GameModel
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{
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public:
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typedef Adept::Entity__GameModel BaseClass;
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Adept::ResourceID
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hitEffectMaterialTable;
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Adept::ResourceID
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hitEffectResourceID;
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Adept::ResourceID
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damageDecalResourceID;
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enum {
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HitEffectResourceAttributeID = Entity__GameModel::NextAttributeID,
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DamageDecalResourceAttributeID,
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NextAttributeID
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};
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static bool
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ReadAndVerify(
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BeamEntity__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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//########################### BeamEntity ##############################
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//##########################################################################
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typedef Adept::Entity__ClassData BeamEntity__ClassData;
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typedef Adept::Entity__Message BeamEntity__Message;
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typedef Adept::Entity__ExecutionStateEngine BeamEntity__ExecutionStateEngine;
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extern DWORD Executed_Beam_Count;
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class BeamEntity:
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public Adept::Entity
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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 Adept::Entity 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 BeamEntity__ClassData ClassData;
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typedef BeamEntity__GameModel GameModel;
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typedef BeamEntity__Message Message;
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typedef BeamEntity__ExecutionStateEngine ExecutionStateEngine;
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typedef BeamEntity__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 BeamEntity*
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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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BeamEntity(
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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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~BeamEntity();
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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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void
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CommonConstructor();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Flag and attribute Support
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//
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public:
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enum
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{
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DefaultFlags = HermitMode
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};
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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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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Execution 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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Adept::ReplicatorID
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MoveBeam();
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void
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PlayWaterEffectIfNecessary(Line3D target_Line);
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void
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CreateHitEffect();
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virtual void
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InflictDamage(Adept::ReplicatorID damaged_entity = ReplicatorID::Null);
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void
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PlaceDamageDecal();
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Attribute Support
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//
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public:
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enum {
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BeamDistanceAttributeID = Adept::Entity::NextAttributeID,
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TargetPointAttributeID,
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BeamHitSFXAttributeID,
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BeamStatusAttributeID,
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NextAttributeID
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};
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public:
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//
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// Attributes
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//
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int
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beamHitSFX;
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bool
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beamStatus;
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Stuff::Scalar
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beamDistanceAttribute;
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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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// Simulation Support
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//
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public:
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SlotOf<Adept::Site*>
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siteEntity;
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Stuff::Point3D
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targetPoint;
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Stuff::Point3D
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targetOffset;
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SlotOf<Adept::Entity*>
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targetEntity;
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Stuff::Normal3D
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targetNormal;
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Stuff::Scalar
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damageAmount;
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Stuff::Scalar
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heatAmount;
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Adept::ReplicatorID
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inflictingEntityID;
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MWObject
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*inflictingVehicle;
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BYTE
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targetMaterial;
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Stuff::Scalar
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maxDistance;
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// MSL 5.03 Min Distance
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// Stuff::Scalar
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// minDistance;
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int
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itemID;
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bool
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rayCastDone;
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// MSL 5.06 Armor Mode
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int
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m_ArmorMode;
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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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