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.
335 lines
8.4 KiB
C++
335 lines
8.4 KiB
C++
//===========================================================================//
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// File: Armor.hpp //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 12/19/01 MSL Added StandardArmor //
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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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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 "Subsystem.hpp"
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#include <Adept\DamageObject.hpp>
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namespace MechWarrior4
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{
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class Mech;
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//##########################################################################
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//################## Armor::CreateMessage ############################
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//##########################################################################
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class Armor__CreateMessage:
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public Subsystem__CreateMessage
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{
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public:
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typedef Subsystem__CreateMessage BaseClass;
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Stuff::Scalar
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m_leftLegArmor,
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m_rightLegArmor,
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m_leftArmArmor,
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m_rightArmArmor,
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m_leftFrontTorsoArmor,
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m_rightFrontTorsoArmor,
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m_centerFrontTorsoArmor,
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m_centerRearTorsoArmor,
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m_headArmor;
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int
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m_armorType,
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m_internalType;
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Armor__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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int subsystem_index,
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BYTE location_id,
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int critical_hits,
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Stuff::Scalar left_leg,
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Stuff::Scalar right_leg,
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Stuff::Scalar left_arm,
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Stuff::Scalar right_arm,
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Stuff::Scalar left_front,
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Stuff::Scalar right_front,
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Stuff::Scalar center_front,
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Stuff::Scalar center_rear,
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Stuff::Scalar head,
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int armor_type,
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int internal_type
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):
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Subsystem__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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subsystem_index,
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location_id,
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critical_hits
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),
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m_leftLegArmor(left_leg),
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m_rightLegArmor(right_leg),
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m_leftArmArmor(left_arm),
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m_rightArmArmor(right_arm),
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m_leftFrontTorsoArmor(left_front),
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m_rightFrontTorsoArmor(right_front),
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m_centerFrontTorsoArmor(center_front),
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m_centerRearTorsoArmor(center_rear),
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m_headArmor(head),
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m_armorType(armor_type),
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m_internalType(internal_type)
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{
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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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//########################### Weapon GameModel ########################
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//##########################################################################
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class Armor__GameModel;
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typedef Subsystem__ClassData Armor__ClassData;
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typedef Subsystem__Message Armor__Message;
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typedef Subsystem__ExecutionStateEngine Armor__ExecutionStateEngine;
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class Armor__GameModel:
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public Subsystem::GameModel
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{
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public:
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typedef Subsystem::GameModel BaseClass;
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Stuff::Scalar
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m_armDistributive,
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m_legDistributive,
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m_sideFrontDistributive,
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m_centerFrontDistributive,
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m_sideRearDistributive,
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m_centerRearDistributive;
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int
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// MSL 5.00 Armor
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m_pointsPerStandardTon,
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m_pointsPerFerroTon,
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m_pointsPerReflectiveTon,
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m_pointsPerReactiveTon,
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m_pointsPerSolarianTon;
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enum {
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ArmDistributiveAttributeID = Subsystem__GameModel::NextAttributeID,
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LegDistributiveAttributeID,
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SideFrontDistributiveAttributeID,
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CenterFrontDistributiveAttributeID,
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CenterRearDistributiveAttributeID,
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// MSL 5.00 Armor
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PointsPerStandardTonAttributeID,
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PointsPerFerroTonAttributeID,
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PointsPerReflectiveTonAttributeID,
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PointsPerReactiveTonAttributeID,
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PointsPerSolarianTonAttributeID,
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NextAttributeID
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};
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static bool
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ReadAndVerify(
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Armor__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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//This is used for Debugging purposes and can eventually be removed
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//when desgin is done tweaking armor paramters
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Stuff::Scalar
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m_totalArmorDistribution;
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};
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//##########################################################################
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//########################### Armor ####################################
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//##########################################################################
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class Armor:
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public Subsystem
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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 Subsystem 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 Armor__ClassData ClassData;
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typedef Armor__GameModel GameModel;
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typedef Armor__Message Message;
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typedef Armor__ExecutionStateEngine ExecutionStateEngine;
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typedef Armor__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 Armor*
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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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Adept::Replicator::CreateMessage*
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SaveMakeMessage(Stuff::MemoryStream *stream, Adept::ResourceFile *res_file);
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void
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SaveInstanceText(Stuff::Page *page);
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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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protected:
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Armor(
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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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~Armor();
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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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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Simulation Support
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//
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public:
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void
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InitializeDamageObjectsWithArmor();
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bool
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ConnectSubsystem();
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enum{
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// MSL 5.00 Armor
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// FerroFiberusArmor = 0,
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StandardArmor = 0,
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FerroFiberusArmor,
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ReactiveArmor,
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ReflectiveArmor,
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SolarianArmor
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};
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int
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m_armorMultiplier;
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static const char*
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ArmorTypeAsciiToText(int armor_type);
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static int
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ArmorTypeTextToAscii(const char *armor_type_string);
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enum{
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StandardInternal = 0,
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EndoSteelInternal
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};
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static const char*
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InternalTypeAsciiToText(int internal_type);
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static int
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InternalTypeTextToAscii(const char *internal_type_string);
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int
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GetTotalArmor()
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{Check_Object(this); return (int)m_totalArmor;}
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Stuff::Scalar
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GetTotalTonage()
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{Check_Object(this); return m_totalTonage;}
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Stuff::Scalar
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GetArmorValue(int index)
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{Check_Object(this); return m_armorZoneValues[index];}
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int
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GetArmorType()
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{Check_Object(this); return m_armorType;}
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int
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GetInternalType()
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{Check_Object(this); return m_internalType;}
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int
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SetArmorType(int new_type);
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protected:
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Stuff::Scalar
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m_armorZoneValues[Adept::DamageObject::HeadArmorZone + 1];
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int
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m_armorType,
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m_internalType;
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Stuff::Scalar
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m_totalArmor,
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m_totalTonage;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Mech Lab support
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//
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public:
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bool
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ApplyDistributiveArmor();
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bool
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ApplyZoneBasedArmor(int armor_zone, Stuff::Scalar armor_amount);
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bool
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SetZoneBasedArmor(int armor_zone, Stuff::Scalar armor_amount);
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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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