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.
349 lines
8.3 KiB
C++
349 lines
8.3 KiB
C++
//===========================================================================//
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// File: Subsystem.hpp
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 09/09/98 JSE Inital base class based off of Shadowrun/Adept
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//---------------------------------------------------------------------------//
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// Copyright (C) 1998, Fasa Interactive //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//===========================================================================//
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#pragma once
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#include "MW4.hpp"
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#include <Adept\Entity.hpp>
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namespace MechWarrior4
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{
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class MWObject;
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class Vehicle;
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class HeatManager;
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class Subsystem;
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class Subsystem__GameModel;
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class Subsystem__ClassData;
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//##########################################################################
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//############### Subsystem::ExecutionStateEngine ###################
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//##########################################################################
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class Subsystem__ExecutionStateEngine:
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public Adept::Entity__ExecutionStateEngine
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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__ExecutionStateEngine BaseClass;
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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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typedef Subsystem__ExecutionStateEngine*
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(*Factory)(
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Subsystem *subsystem,
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FactoryRequest *request
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);
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static Subsystem__ExecutionStateEngine*
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Make(
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Subsystem *subsystem,
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FactoryRequest *request
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);
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protected:
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Subsystem__ExecutionStateEngine(
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ClassData *class_data,
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Subsystem *subsystem,
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FactoryRequest *request
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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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// State stuff
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//
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public:
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enum {
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DamagedState = Adept::Entity__ExecutionStateEngine::StateCount,
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DestroyedState,
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StateCount
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};
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int
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RequestState(
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int new_state,
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void* data = NULL
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);
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protected:
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static const StateEntry
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StateEntries[];
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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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//########################### Subsystem::GameModel ####################
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//##########################################################################
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class Subsystem__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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Stuff::Scalar
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tonage;
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int
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battleValue;
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int
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totalSlotsTaken;
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int
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slotType;
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int
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itemID;
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enum {
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TotalSlotsTakenAttributeID = Entity__GameModel::NextAttributeID,
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TonageAttributeID,
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BattleValueAttributeID,
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ItemIDAttributeID,
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NextAttributeID
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};
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static bool
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ReadAndVerify(
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Subsystem__GameModel *model,
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Adept::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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//################## Subsystem::CreateMessage ########################
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//##########################################################################
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class Subsystem__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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int
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subsystemIndex;
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BYTE
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locationID;
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int
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criticalHitsTaken;
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Subsystem__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 Adept::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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):
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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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subsystemIndex(subsystem_index),
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locationID(location_id),
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criticalHitsTaken(critical_hits)
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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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//########################### Subsystem ###############################
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//##########################################################################
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typedef Adept::Entity__Message Subsystem__Message;
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class Subsystem:
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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 Subsystem__ClassData ClassData;
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typedef Subsystem__GameModel GameModel;
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typedef Subsystem__Message Message;
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typedef Subsystem__ExecutionStateEngine ExecutionStateEngine;
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typedef Subsystem__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 Subsystem*
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Make(
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CreateMessage *message,
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Adept::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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virtual void
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SaveInstanceText(Stuff::Page *page);
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void
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Respawn(Adept::Entity::CreateMessage *message);
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MWObject*
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GetParentVehicle();
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Vehicle*
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GetParentAsVehicle();
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void
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BecomeInteresting(bool render_me);
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protected:
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Subsystem(
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ClassData *class_data,
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CreateMessage *message,
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Adept::ReplicatorID *base_id,
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ElementRenderer::Element *element
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);
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~Subsystem();
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void
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Reuse(
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const CreateMessage *message,
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Adept::ReplicatorID *base_id
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);
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Stream Creation Support
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//
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public:
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typedef void
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(*StreamCreate)(
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Adept::ResourceID data_list,
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Stuff::MemoryStream *stream
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);
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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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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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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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// 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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//Must call the inherited virtual function!!!!
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virtual bool
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ConnectSubsystem();
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virtual bool
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DisconnectSubsystem();
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virtual void
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ConnectHeatManager(HeatManager *heat_manager)
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{}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Simulation Support
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//
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int critHitsTaken; //0 to totalCrits
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int subsystemIndex;
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BYTE
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internalLocation;
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int
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containedInSlotType;
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virtual bool
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TakeCriticalHit();
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virtual void
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DestroySubsystem();
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Vehicle
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*parentAsVehicle;
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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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inline
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Subsystem__ExecutionStateEngine::Subsystem__ExecutionStateEngine(
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ClassData *class_data,
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Subsystem *subsystem,
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FactoryRequest *request
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):
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Adept::Entity__ExecutionStateEngine(class_data, subsystem, request)
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{
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}
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}
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