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firestorm/Gameleap/code/mw4/Code/MW4/Beagle.hpp
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126 lines
3.1 KiB
C++

#pragma once
#include "MW4.hpp"
#include "Subsystem.hpp"
namespace MechWarrior4
{
class Vehicle;
typedef Subsystem__ClassData Beagle__ClassData;
typedef Subsystem__Message Beagle__Message;
typedef Subsystem__ExecutionStateEngine Beagle__ExecutionStateEngine;
typedef Subsystem__CreateMessage Beagle__CreateMessage;
//##########################################################################
//########################### ECM GameModel ###########################
//##########################################################################
class Beagle__GameModel:
public Subsystem::GameModel
{
public:
typedef Subsystem::GameModel BaseClass;
Stuff::Scalar
m_targeterMissileLockPercent, //This is against us
m_holderMissileLockPercent; //This is our gain
enum {
TargeterMissileLockPercentAttributeID = Subsystem__GameModel::NextAttributeID,
HolderMissileLockPercentAttributeID,
NextAttributeID
};
static bool
ReadAndVerify(
Beagle__GameModel *model,
ModelAttributeEntry *attribute_entry,
const char *data,
char **error,
int error_buffer = 128
);
static void
ConstructGameModel(Script *script);
};
//##########################################################################
//########################### Beagle ##################################
//##########################################################################
class Beagle:
public Subsystem
{
public:
static void
InitializeClass();
static void
TerminateClass();
//##########################################################################
// Inheritance support
//
public:
typedef Beagle__ClassData ClassData;
typedef Beagle__GameModel GameModel;
typedef Beagle__Message Message;
typedef Beagle__ExecutionStateEngine ExecutionStateEngine;
typedef Beagle__CreateMessage CreateMessage;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Run-time Construction and Destruction Support
//
public:
static Beagle*
Make(
CreateMessage *message,
ReplicatorID *base_id
);
protected:
Beagle(
ClassData *class_data,
CreateMessage *message,
ReplicatorID *base_id,
ElementRenderer::Element *element
);
~Beagle();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// 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
DestroySubsystem();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Test Support
//
public:
void
TestInstance() const;
};
}