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firestorm/Gameleap/code/mw4/Code/MW4/JumpJet.hpp
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325 lines
7.4 KiB
C++

#pragma once
#include "MW4.hpp"
#include "Subsystem.hpp"
namespace Adept
{
class Effect;
class Site;
}
namespace MechWarrior4
{
class Mech;
class MWMover;
class JumpJet;
void JumpJetSecurityCheckStart();
void JumpJetSecurityCheckStop();
//##########################################################################
//############### JumpJet::ExecutionStateEngine ######################
//##########################################################################
class JumpJet__ExecutionStateEngine:
public Subsystem__ExecutionStateEngine
{
public:
static void
InitializeClass();
static void
TerminateClass();
typedef Subsystem__ExecutionStateEngine BaseClass;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Run-time Construction and Destruction Support
//
public:
typedef JumpJet__ExecutionStateEngine*
(*Factory)(
JumpJet *jump_jet,
FactoryRequest *request
);
static JumpJet__ExecutionStateEngine*
Make(
JumpJet *jump_jet,
FactoryRequest *request
);
protected:
JumpJet__ExecutionStateEngine(
ClassData *class_data,
JumpJet *jump_jet,
FactoryRequest *request
);
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class Data support
//
public:
static ClassData
*DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// State stuff
//
public:
enum {
JumpingState = Subsystem__ExecutionStateEngine::StateCount,
RechargingState,
StateCount
};
int
RequestState(
int new_state,
void* data = NULL
);
protected:
static const StateEntry
StateEntries[];
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Test Support
//
public:
void
TestInstance() const;
};
//##########################################################################
//##################### JumpJet::GameModel ############################
//##########################################################################
class JumpJet__GameModel;
class JumpJet__GameModel:
public Subsystem__GameModel
{
public:
typedef Subsystem__GameModel BaseClass;
Stuff::Scalar
m_rechargeTime,
m_burnTime,
m_flightTime,
m_slipDistance;
enum {
RechargeTimeAttributeID = Subsystem__GameModel::NextAttributeID,
BurnTimeAttributeID,
FlightTimeAttributeID,
SlipDistanceAttributeID,
NextAttributeID
};
static bool
ReadAndVerify(
JumpJet__GameModel *model,
ModelAttributeEntry *attribute_entry,
const char *data,
char **error,
int error_buffer = 128
);
static void
ConstructGameModel(Script *script);
};
typedef Subsystem__ClassData JumpJet__ClassData;
typedef Subsystem__Message JumpJet__Message;
typedef Subsystem__CreateMessage JumpJet__CreateMessage;
//##########################################################################
//########################### JumpJet #################################
//##########################################################################
class JumpJet:
public Subsystem
{
public:
static void
InitializeClass();
static void
TerminateClass();
//##########################################################################
// Inheritance support
//
public:
typedef JumpJet__ClassData ClassData;
typedef JumpJet__GameModel GameModel;
typedef JumpJet__Message Message;
typedef JumpJet__ExecutionStateEngine ExecutionStateEngine;
typedef JumpJet__CreateMessage CreateMessage;
typedef Subsystem BaseClass;
friend ExecutionStateEngine;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Run-time Construction and Destruction Support
//
public:
static JumpJet*
Make(
CreateMessage *message,
ReplicatorID *base_id
);
void
Respawn(Entity::CreateMessage *message);
void
CommonCreation(CreateMessage *message);
protected:
JumpJet(
ClassData *class_data,
CreateMessage *message,
ReplicatorID *base_id,
ElementRenderer::Element *element
);
~JumpJet();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class Data & Game Model Support
//
public:
const GameModel*
GetGameModel()
{return Cast_Pointer(const GameModel*, gameModelResource.GetPointer());}
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Shared Data support
//
public:
static ClassData
*DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Simulation Support
//
public:
void
PreCollisionExecute(Stuff::Time till);
void
PostCollisionExecute(Stuff::Time till);
void
DestroySubsystem();
bool
TakeCriticalHit();
bool
ConnectSubsystem();
bool
DisconnectSubsystem();
int
RequestJumpJetsOn()
{
Check_Object(this); Check_Object(executionState);
return executionState->RequestState(ExecutionStateEngine::JumpingState);
}
int
RequestJumpJetsOff()
{
Check_Object(this); Check_Object(executionState);
return executionState->RequestState(ExecutionStateEngine::RechargingState);
}
void
SetJumpJetData(const Adept::ResourceID& jump_effect, const ResourceID& initial_effect,
Adept::Site *left_site, Adept::Site *right_site)
{
m_jumpJetEffectResource = jump_effect;
m_initialJumpJetEffectResource = initial_effect;
m_leftJumpJetSite = left_site;
m_rightJumpJetSite = right_site;
}
Stuff::Scalar CalcBurnTime (Stuff::Scalar distance,Stuff::Scalar heightdelta,Stuff::Scalar forwardvel);
protected:
void
CleanUpEffects();
void
CreateJumpJetEffects();
void
CreateInitialJumpEffects();
Adept::ResourceID
m_jumpJetEffectResource;
Adept::ResourceID
m_initialJumpJetEffectResource;
Stuff::SlotOf<Effect *>
m_leftJumpJetEffect;
Stuff::SlotOf<Effect *>
m_rightJumpJetEffect;
Stuff::SlotOf<Effect *>
m_initialLeftJumpJetEffect;
Stuff::SlotOf<Effect *>
m_initialRightJumpJetEffect;
Adept::Site
*m_leftJumpJetSite;
Adept::Site
*m_rightJumpJetSite;
bool m_needToCreateEffects;
bool m_needToCreateInitialEffects;
Mech *m_parentMech;
Stuff::Scalar
m_rechargeRate,
m_acceleration,
m_slide;
Stuff::Scalar
m_currentEncryptedCharge,
m_currentReadOnlyCharge; // for hud.
public:
Stuff::Scalar CurrentCharge (void) const
{ return DECRYPT(m_currentEncryptedCharge); }
Stuff::Scalar *CurrentChargePtr (void)
{ return &m_currentEncryptedCharge; }
Stuff::Scalar GetMaxCharge()
{
const GameModel *model = GetGameModel();
Check_Object(model);
return model->m_burnTime;
}
void SetCurrentCharge(Stuff::Scalar charge)
{ m_currentEncryptedCharge = ENCRYPT(charge); }
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Test Support
//
public:
void
TestInstance() const;
};
inline
JumpJet__ExecutionStateEngine::JumpJet__ExecutionStateEngine(
ClassData *class_data,
JumpJet *jump_jet,
FactoryRequest *request
):
Subsystem__ExecutionStateEngine(class_data, jump_jet, request)
{
}
}