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.
558 lines
13 KiB
C++
558 lines
13 KiB
C++
//===========================================================================//
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// File: Weapon.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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// 09/24/98 BDB Inital Weapon subsystem based off of Subsystem.hpp
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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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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 "vehicleInterface.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 Vehicle;
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class Engine;
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class MWMover;
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class Vehicle;
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class GUIWeapon;
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class HeatManager;
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void WeaponSecurityCheckStart();
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void WeaponSecurityCheckStop();
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//##########################################################################
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//################## Weapon::CreateMessage ###########################
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//##########################################################################
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class Weapon__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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char
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siteName[128];
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char
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ejectSiteName[128];
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int
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groupIndex;
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int
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ammoCount;
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int
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initialAmmoCount;
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// MSL 5.04 Rear Firing Weapons
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int
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m_weaponFacing;
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Weapon__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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const char *site_name,
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int group_index,
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int ammo_count,
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int initial_ammo,
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const char *eject_site,
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// MSL 5.04 Rear Firing Weapons
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int weapon_facing
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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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groupIndex(group_index),
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ammoCount(ammo_count),
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// MSL 5.04 Rear Firing Weapons
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m_weaponFacing(weapon_facing),
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initialAmmoCount(initial_ammo)
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{
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Check_Pointer(site_name);
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Str_Copy(siteName, site_name, sizeof(siteName));
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Str_Copy(ejectSiteName, eject_site, sizeof(ejectSiteName));
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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 Weapon__GameModel;
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typedef Subsystem__ClassData Weapon__ClassData;
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typedef Subsystem__Message Weapon__Message;
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typedef Subsystem__ExecutionStateEngine Weapon__ExecutionStateEngine;
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class Weapon__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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Adept::ResourceID
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muzzleFlashResource;
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Adept::ResourceID
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ejectEffectResource;
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Stuff::Scalar
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heat;
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Stuff::Scalar
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heatSpreadTime;
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int
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maxAmmoCount;
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int
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numFire;
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int
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ammoPerShot;
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Stuff::Scalar
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heatToDeal;
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Stuff::Scalar
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damageAmount;
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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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Scalar
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splashRadius;
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Stuff::Scalar
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percentageOfDamageToDirectHit;
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Stuff::Scalar
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minPercentageOfDamageToSphereHit;
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Stuff::Scalar
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maxPercentageOfDamageToSphereHit;
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Stuff::Scalar
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reloadTime;
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Stuff::Scalar
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m_lightAmpFlareOut;
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Stuff::Scalar
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m_HudEffect; // jcem
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enum {
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MuzzleFlashResourceAttributeID = Subsystem__GameModel::NextAttributeID,
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EjectEffectResourceAttributeID,
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HeatAttributeID,
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HeatSpreadTimeAttributeID,
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MaxAmmoAttributeID,
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AmmoPerShotAttributeID,
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HeatToDealAttributeID,
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SplashRadiusAttributeID,
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PercentageOfDamageToDirectHitAttributeID,
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MinPercentageOfDamageToSphereHitAttributeID,
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MaxPercentageOfDamageToSphereHitAttributeID,
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DamageAmountAttributeID,
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MaxDistanceAttributeID,
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// MSL 5.03 Min Distance
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// MinDistanceAttributeID,
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ReloadTimeAttributeID,
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LightAmpFlareOutAttributeID,
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NumFireAttributeID,
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HudEffectAttributeID,
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NextAttributeID
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};
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static bool
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ReadAndVerify(
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Weapon__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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//########################### Weapon ####################################
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//##########################################################################
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class Weapon:
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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 Weapon__ClassData ClassData;
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typedef Weapon__GameModel GameModel;
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typedef Weapon__Message Message;
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typedef Weapon__ExecutionStateEngine ExecutionStateEngine;
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typedef Weapon__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 Weapon*
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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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void
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Respawn(Adept::Entity::CreateMessage *message);
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void
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CommonCreation(CreateMessage *message);
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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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Weapon(
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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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~Weapon();
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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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enum
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{
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WeaponGroup1FlagBit = 0,
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WeaponGroup2FlagBit,
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WeaponGroup3FlagBit,
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WeaponGroup4FlagBit,
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WeaponGroup5FlagBit,
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WeaponGroup6FlagBit
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};
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enum
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{
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WeaponGroup1Flag = 1<<WeaponGroup1FlagBit,
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WeaponGroup2Flag = 1<<WeaponGroup2FlagBit,
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WeaponGroup3Flag = 1<<WeaponGroup3FlagBit,
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WeaponGroup4Flag = 1<<WeaponGroup4FlagBit,
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WeaponGroup5Flag = 1<<WeaponGroup5FlagBit,
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WeaponGroup6Flag = 1<<WeaponGroup6FlagBit,
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DefaultWeaponGroupFlags = 0
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};
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enum
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{
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FacingForwardFlagBit = 0,
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FacingBackFlagBit,
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FacingAllFlagBit,
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};
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enum
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{
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FacingForwardFlag = 1<<FacingForwardFlagBit,
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FacingBackFlag = 1<<FacingBackFlagBit,
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FacingAllFlag = 1<<FacingAllFlagBit,
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};
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VehicleInterface *vehicleInterface;
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bool m_PlayedRechargeSound;
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bool
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IsInWeaponGroup1()
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{Check_Object(this); return (groupIndexFlags & WeaponGroup1Flag) != 0;}
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bool
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IsInWeaponGroup2()
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{Check_Object(this); return (groupIndexFlags & WeaponGroup2Flag) != 0;}
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bool
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IsInWeaponGroup3()
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{Check_Object(this); return (groupIndexFlags & WeaponGroup3Flag) != 0;}
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bool
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IsInWeaponGroup4()
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{Check_Object(this); return (groupIndexFlags & WeaponGroup4Flag) != 0;}
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bool
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IsInWeaponGroup5()
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{Check_Object(this); return (groupIndexFlags & WeaponGroup5Flag) != 0;}
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bool
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IsInWeaponGroup6()
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{Check_Object(this); return (groupIndexFlags & WeaponGroup6Flag) != 0;}
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void
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SetGroup1()
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{Check_Object(this); groupIndexFlags |= WeaponGroup1Flag;}
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void
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SetGroup2()
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{Check_Object(this); groupIndexFlags |= WeaponGroup2Flag;}
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void
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SetGroup3()
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{Check_Object(this); groupIndexFlags |= WeaponGroup3Flag;}
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void
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SetGroup4()
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{Check_Object(this); groupIndexFlags |= WeaponGroup4Flag;}
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void
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SetGroup5()
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{Check_Object(this); groupIndexFlags |= WeaponGroup5Flag;}
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void
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SetGroup6()
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{Check_Object(this); groupIndexFlags |= WeaponGroup6Flag;}
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void
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ClearGroup1()
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{Check_Object(this); groupIndexFlags &= ~WeaponGroup1Flag;}
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void
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ClearGroup2()
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{Check_Object(this); groupIndexFlags &= ~WeaponGroup2Flag;}
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void
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ClearGroup3()
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{Check_Object(this); groupIndexFlags &= ~WeaponGroup3Flag;}
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void
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ClearGroup4()
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{Check_Object(this); groupIndexFlags &= ~WeaponGroup4Flag;}
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void
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ClearGroup5()
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{Check_Object(this); groupIndexFlags &= ~WeaponGroup5Flag;}
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void
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ClearGroup6()
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{Check_Object(this); groupIndexFlags &= ~WeaponGroup6Flag;}
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void
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SetWeaponGroup(int group);
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void
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ClearWeaponGroup(int group);
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void
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ApplyHeat();
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int GetAmmoCount()
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{Check_Object(this); return DECRYPT(encryptedAmmoCount);}
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// MSL 5.05 Rear Firing Weapons
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int GetWeaponFacing()
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{Check_Object(this); return m_weaponFacing;}
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void
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SetWeaponFacing(int facing)
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{Check_Object(this); m_weaponFacing = facing;}
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void
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ClearWeaponFacing()
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{Check_Object(this); m_weaponFacing = 0;}
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void SetAmmoCount(int ammo_count)
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{Check_Object(this); encryptedAmmoCount = ENCRYPT(ammo_count);};
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bool DoesHaveAmmo();
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void ClearAmmo()
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{Check_Object(this); encryptedAmmoCount = ENCRYPT(0);}
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void UseAmmo();
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bool AddAmmoPack();
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bool RemoveAmmoPack();
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int GetAmmoPacks();
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int GetAmmoPerPack();
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void
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DestroySubsystem();
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bool
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TakeCriticalHit();
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int
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weaponID;
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// MSL 5.04 Rear Firing Weapons
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int m_weaponFacing;
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Stuff::MString
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siteName;
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Stuff::MString
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ejectSiteName;
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Engine*
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enginePointer;
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HeatManager*
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heatPointer;
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Adept::Site*
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sitePointer;
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Adept::Site*
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ejectSitePointer;
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int
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groupIndexFlags;
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Stuff::SlotOf<GUIWeapon*>
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guiWeapon;
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bool
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ConnectSubsystem();
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bool
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DisconnectSubsystem();
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void
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ConnectHeatManager(HeatManager *heat_manager)
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{Check_Object(this); heatPointer = heat_manager;}
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void
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FireWeapon(Adept::Entity::CollisionQuery *query,
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Stuff::Time time_locked,
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const Stuff::Point3D& lockedTargetEntityPartOffset);
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void QuickFireWeapon (Adept::Entity *target);
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virtual void
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CreateMuzzleFlash();
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void
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CreateEjectEffect();
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void
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CreateLightAmpFlareOut();
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virtual bool
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ReadyToFire()
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{
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Check_Object(this);
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return false;
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}
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Stuff::Scalar
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GetTotalHeatGenerated();
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void
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SetWeaponID(int weapon_id)
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{
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weaponID = weapon_id;
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}
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int
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GetWeaponID(void)
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{
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return weaponID;
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}
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Stuff::Scalar
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GetAIWaitValue() const;
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void
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SetMaxWaitValue();
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Stuff::Time
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GetLastTimeReadyToFire() const;
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bool
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HasFiredAmmo()
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{Check_Object(this); return (initialAmmoCount - DECRYPT(encryptedAmmoCount)) > 0;}
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void
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Reload()
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{Check_Object(this); encryptedAmmoCount = ENCRYPT(initialAmmoCount);}
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int encryptedAmmoCount;
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int initialAmmoCount;
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bool
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CanFireFromCurrentArm();
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bool
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CanFireForward();
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bool
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CanFireRight();
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bool
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CanFireLeft();
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bool
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CanFireBackward();
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void
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SetNonrandomWaitTimes(bool use_nonrandom);
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protected:
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virtual void
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Fire(Adept::Entity::CollisionQuery *query,
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Stuff::Time time_locked,
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const Stuff::Point3D& lockedTargetEntityPartOffset)
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{ }
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virtual void QuickFire (Adept::Entity *target)
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{ }
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void SetCount(Stuff::Scalar count);
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void GenerateAIWaitValue();
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private:
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Stuff::Scalar m_AI_WaitValue;
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Stuff::Time m_AI_LastTimeReadyToFire;
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Stuff::Scalar m_AI_LastCountValue;
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bool m_AI_NonrandomWaitTimes;
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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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