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.
232 lines
5.7 KiB
C++
232 lines
5.7 KiB
C++
//===========================================================================//
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// File: bridge.hpp
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 01/12/2000 AHF Inital base class
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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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#include <adept\EntityClassData.hpp>
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#include <adept\NameTable.hpp>
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namespace Adept
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{
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class Entity;
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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 Cultural;
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//##########################################################################
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//########################### Cultural_GameModel ######################
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//##########################################################################
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class Cultural__GameModel:
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public Adept::Entity__GameModel
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{
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public:
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typedef Entity__GameModel BaseClass;
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Adept::ResourceID
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deathEntityResource;
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Adept::ResourceID
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destroyedEffectResource;
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Adept::ResourceID
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rammingDestroyedEffectResource;
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enum {
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DeathEntityResourceAttributeID = Entity__GameModel::NextAttributeID,
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DestroyedEffectResourceAttributeID,
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RammingDestroyedEffectResourceAttributeID,
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NextAttributeID
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};
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static bool
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ReadAndVerify(
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Cultural__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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//########################### Cultural_CreateMessage ##################
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//##########################################################################
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class Cultural__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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bool
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destroyableFlag;
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Cultural__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& data_list_id,
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const Stuff::LinearMatrix4D &local_to_parent,
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Stuff::Scalar age,
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int execution_state,
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ObjectID name_id,
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int entity_alignment,
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bool destroyable
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):
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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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data_list_id,
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local_to_parent,
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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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destroyableFlag(destroyable)
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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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typedef Entity__Message Cultural__Message;
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typedef Entity__ClassData Cultural__ClassData;
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typedef Entity__ExecutionStateEngine Cultural__ExecutionStateEngine;
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typedef Entity__TakeDamageMessage Cultural__TakeDamageMessage;
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class Cultural:public Adept::Entity
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{
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public:
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Inheritance Support
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//
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typedef Cultural__CreateMessage CreateMessage;
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typedef Cultural__GameModel GameModel;
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typedef Cultural__ExecutionStateEngine ExecutionStateEngine;
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typedef Cultural__Message Message;
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typedef Cultural__TakeDamageMessage TakeDamageMessage;
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typedef Entity 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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static void
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InitializeClass();
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static void
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TerminateClass();
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static Cultural*
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Make(CreateMessage *message,ReplicatorID *base_id);
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void
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Respawn(Adept::Entity::CreateMessage *message);
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protected:
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Cultural(ClassData *class_data,CreateMessage *message,ReplicatorID *base_id,ElementRenderer::Element *element);
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~Cultural();
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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
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ClassData *DefaultData;
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protected:
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static const MessageEntry
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MessageEntries[];
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Damage/Destruction Support
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//
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public:
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bool destroyableFlag;
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bool IsDestroyable()
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{
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return destroyableFlag;
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}
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bool IsNeverExecuteState();
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void
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SaveInstanceText(Stuff::Page *page);
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void
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TakeDamageMessageHandler(const TakeDamageMessage *message);
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virtual void
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ReactToHit(const TakeDamageMessage *message,Adept::DamageObject *part_hit);
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virtual void
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ReactToInternalDamage(int damage_mode);
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virtual void
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ReactToDestruction(int damage_mode,int damage_type);
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virtual void
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RemoveFromExecution();
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Effect*
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CreateEffect(const Adept::ResourceID& effect_id, const Point3D &location, const Normal3D &normal);
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Entity *
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CreateStaticHermitEntity(const Adept::ResourceID& entity_id);
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int
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GetTableArray()
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{Check_Object(this); return NameTable::CulturalArray;}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// 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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{
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Check_Object(this);
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return Cast_Pointer(const GameModel*,gameModelResource.GetPointer());
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}
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//
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// Need this for appropriate animation direction during destruction
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//
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Stuff::Normal3D
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last_hit_normal;
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int
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lastHitType ;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Test Support
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//
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public:
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void TestInstance();
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};
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}
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