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.
297 lines
8.2 KiB
C++
297 lines
8.2 KiB
C++
#pragma once
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#include "MW4.hpp"
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#include "aiutils.hpp"
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#include <Adept\Entity.hpp>
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namespace MechWarrior4
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{
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class Objective;
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const int ObjectiveTextLength = 255;
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int CountVisibleObjectives (void);
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const char* ObjectiveText (int id);
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//##########################################################################
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//################## ObjectiveRenderer #########################
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//##########################################################################
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class ObjectiveRenderer : public Stuff::Plug
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{
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protected:
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Stuff::Time m_StartTime,m_HelpStartTime;
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Stuff::Time m_DelayTime,m_HelpDelayTime;
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bool m_ShowHelp;
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public:
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ObjectiveRenderer();
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~ObjectiveRenderer();
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void Execute();
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void Help (Objective *helpmessage,Stuff::Time delay);
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void DrawWindow(int size);
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void ResetTime (void);
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void ToggleObjective (void);
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static ObjectiveRenderer *Instance;
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};
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//##########################################################################
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//############### Objective::ExecutionStateEngine ###################
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//##########################################################################
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class Objective__ExecutionStateEngine:
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public Adept::Entity__ExecutionStateEngine
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{
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public:
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static void InitializeClass();
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static void TerminateClass();
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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 Objective__ExecutionStateEngine* (*Factory)(Objective *objective , FactoryRequest *request);
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static Objective__ExecutionStateEngine* Make(Objective *objective , FactoryRequest *request);
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protected:
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Objective__ExecutionStateEngine(ClassData *class_data,Objective *objective,FactoryRequest *request);
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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 *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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RevealedState = Adept::Entity__ExecutionStateEngine::StateCount,
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StateCount
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};
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protected:
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static const StateEntry 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 TestInstance() const;
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};
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//##########################################################################
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//################## Objective::CreateMessage ########################
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//##########################################################################
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class Objective__CreateMessage : public Adept::Entity__CreateMessage
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{
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public:
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int objectiveID;
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int objectiveState;
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bool primaryObjective;
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bool visibleObjective;
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int failtextID;
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int succeedtextID;
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int neutraltextID;
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int descriptiontextID;
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bool helpMessage;
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char failtext[ObjectiveTextLength];
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char succeedtext[ObjectiveTextLength];
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char neutraltext[ObjectiveTextLength];
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char descriptiontext[ObjectiveTextLength];
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Objective__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 objective_id,
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bool primary,
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bool visible,
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bool help,
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int objstate,
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int failID,
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int succeedID,
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int neutralID,
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int descriptionID,
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const char *fail,
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const char *succeed,
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const char *neutral,
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const char *description
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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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{
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objectiveID = objective_id;
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objectiveState = objstate;
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primaryObjective = primary;
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visibleObjective = visible;
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failtextID = failID;
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succeedtextID = succeedID;
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neutraltextID = neutralID;
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descriptiontextID = descriptionID;
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helpMessage = help;
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Check_Pointer(fail);
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Str_Copy(failtext, fail, sizeof(failtext));
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Check_Pointer(succeed);
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Str_Copy(succeedtext, succeed, sizeof(succeedtext));
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Check_Pointer(neutral);
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Str_Copy(neutraltext, neutral, sizeof(neutraltext));
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Check_Pointer(description);
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Str_Copy(descriptiontext, description, sizeof(descriptiontext));
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}
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static void ConstructCreateMessage(Script *script);
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};
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//##########################################################################
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//########################### Objective ###############################
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//##########################################################################
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typedef Adept::Entity__ClassData Objective__ClassData;
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typedef Adept::Entity__Message Objective__Message;
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typedef Adept::Entity__GameModel Objective__GameModel;
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class Objective:
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public Adept::Entity
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{
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public:
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static void InitializeClass();
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static void TerminateClass();
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//##########################################################################
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// Inheritance support
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//
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public:
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typedef Objective__ClassData ClassData;
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typedef Objective__GameModel GameModel;
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typedef Objective__Message Message;
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typedef Objective__ExecutionStateEngine ExecutionStateEngine;
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typedef Objective__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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enum
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{
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Objective_Failed, // player has failed this objective
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Objective_Succeeded, // player has succeeded this objetive
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Objective_Neutral // player is currently working on it
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};
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bool m_VisibleObjective; // true for visible
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bool m_Primary; // true for primary, false for secondary
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bool m_HelpMessage; // true if this is a help message
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int m_ObjectiveState; // above enum
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int m_ObjectiveID;
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char m_FailText[ObjectiveTextLength];
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char m_SucceedText[ObjectiveTextLength];
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char m_NeutralText[ObjectiveTextLength];
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char m_DescriptionText[ObjectiveTextLength];
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char m_LoadedFailText[ObjectiveTextLength];
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char m_LoadedSucceedText[ObjectiveTextLength];
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char m_LoadedNeutralText[ObjectiveTextLength];
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char m_LoadedDescriptionText[ObjectiveTextLength];
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int m_FailTextID;
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int m_SucceedTextID;
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int m_NeutralTextID;
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int m_DescriptionTextID;
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// HGOSFONT3D font;
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static Objective* Make(CreateMessage *message,Adept::ReplicatorID *base_id);
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Adept::Replicator::CreateMessage* SaveMakeMessage(Stuff::MemoryStream *stream, Adept::ResourceFile *res_file);
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void SaveInstanceText(Stuff::Page *page);
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void DisplayText(const char *text_string, int x_loc, int y_loc);
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void DrawTextWindow();
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void SetName (const char *,bool);
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protected:
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Objective(ClassData *class_data,CreateMessage *message,Adept::ReplicatorID *base_id,ElementRenderer::Element *element);
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~Objective();
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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 *DefaultData;
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Simulation Support
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//
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public:
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int
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GetTableArray()
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{Check_Object(this); return Adept::NameTable::ObjectiveArray;}
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void DrawObjective(Stuff::Scalar x_loc, Stuff::Scalar y_loc);
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void PreCollisionExecute(Stuff::Time till);
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void Succeed (void);
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void Fail (void);
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void Reveal (void);
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void Hide (void);
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int Status (void);
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bool Visible (void);
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bool HelpMessage (void);
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void ShowHelp (Stuff::Time time);
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const char *CurrentText (bool ignorevisual=false);
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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() const;
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};
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inline
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Objective__ExecutionStateEngine::Objective__ExecutionStateEngine(
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ClassData *class_data,
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Objective *objective,
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FactoryRequest *request
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):
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Adept::Entity__ExecutionStateEngine(class_data, objective, request)
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{
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}
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}
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